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Topic: Capcom Games Editor (NES) (Read 26954 times)

Thanks for bumping this I had no idea this utility existed. One Capcom game I don't see listed is Ghosts and Goblins (great classic game). I can tell you I would absolutely love to make a Ghosts and Goblins hack with custom graphics and levels. The list of games supported already is very impressive. I'm looking forward to giving this utility a try!

Does this editor modify enemy placement and location? I read through the thread and couldn't tell based on the posts.

Yes, editor can be used for object and enemy placing - one limitation that new size of object list must be not larger than original (editor just place list in the ROM, not change pointers, not increase rom size).

BTW, the best way to use CadEditor AFTER dizassamble game and insert new code or data. It's easy to change game configs for set new pointers.

Ok so if I understand correctly you can move the enemies around, change enemy type but not the quantity since your editor doesn't expand the rom. Can you remove an enemy in one screen and add one in another screen, for example remove enemies in the beginning of the game and place them further into the level? Basically the quantity of enemies remains the same over all on a particular level but where the enemies are completely changes?

There are two common methods of storage objects' data (but there many others). First - one pointer for the level, and linear objects data (99% with 0xFF byte and the end of objects list). Second - every part of object data (Type byte, X coords, Y coords etc.) saves at separate arrays, so there are 3-5 pointers to arrays. So, if you want to remove enemy at first level, at add to last level, for example, you need 1) find and change pointers to the lists in hex editor (cadEditor not do that, as I say), 2) change configs of CadEditor - see getObjectsFunc/setObjectsFunc functions in config.

Concrete games may have additional limitations, for example Duck Tales 2, have pointers to every line of level, so every floor must have same enemy count as original (if you don't use hex editor, as I say above).

One more, for many games, it's important not only objects count, but objects order too. It may be from left to right, or from top to bottom, or as objects show to player.

Year has passed, and I want to try continue develop CadEditor it is not an easy job, and it take long time (about a week for one game for me – romhacking, programming, writing helper scripts), so I create campaign for get some support. It's really important for me to be able to reduce the time spent on my daily job and spend it to develop CadEditor - I want to add many new games (for other platforms too), improve support for already added games, make documentation, tutorials and examples, and add new features for editor, like a better universal enemy editor, and universal animation editor.Patreon campaign: https://www.patreon.com/CadEditor

Best for me – support me on Patreon If I correct understand their rules, it was simple, you need register and add your paypal account for make donation.

I work on CadEditor about three years and help create hacks using it on russian forum, when I had enough free time for it. But one year ago I halt development because it's too complex for me to support it as pet-project. So now I am trying to use Patreon to be able to get some extra time for development and ready to fulfill requests for donations.

But I'll make some iterations of development even without any support, but it will be much slower than with support.

And there are other option: if you are familiar with C# language, you can add config for you game yourself, all code of CadEditor is open-source, I will be glad to any help.

New version of editor was released.https://github.com/spiiin/CadEditor/blob/master/Release/cad_editor_v37.zip?raw=trueChangelog:- Configurations for Tom & Jerry (and Tuffy)[NES] (screen/blocks/enemy/objects editor) all levels.- Configurations for Jungle Book [SMD] (layer A and B editor) all levels.- Editor for the world map fo Duck Tales 2 [NES].- Configurations for MicroMachines [NES] (1st level by pictures), Aliens 3 (level 1-2 by pictures), Flintstones.- Small enhancements of enemy editor.

I can (level format is similar as Darkwing Duck or other Capcom Disney games), but do you REALLY need to edit Megaman in my CadEditor?

All parts of this game already has a level editors (for example MegaFLE X for levels, and CSA for sprites), some of them has more feautures (support realtime animations preview for blocks, or increasing enemy list size, for example). So I try to add games that has no level editors (I preffer games that I saw in childhood ).

BTW, I already add configs for all levels for parts 3-5 (maybe almost all, I dont know this games so well). You can free edit blocks and macroblocks, but no enemies, in this games.

In fact, small update of CadEditor and NesBlockFinder tool made possible to add blocks editor for vast number of games (in ALL of them same structure of levels' blocks definition by 16 tiles and 1 byte palettes for defining block's colour).Configurations for those games could be used as example of how to add other games (I'm sure, that there will be discovered few dozen of games that are using same scheme).

Palette for tile group could be changed by clicking right mouse button in blocks editor (simultaneously with selecting block under cursor as active for drawing).

With this update it is possible to define in editor any of already added by pictures games (with exception of Batman).

I can answer this question instead of Spiiin. His free time to spend on editor is quite limited(that's why I'm translating changelogs for him) so Spiiin focuses most of effort on games he had in childhood and like the most, and editor itself of course. For other games he makes one level(kinda like saying "that game is editable, folks") and expect for community to help him in writing configs for 'em. So anyone is free to make config files and send those to Spiiin(like DANGER X did, or Rocket for example), he'll gladly add those to editor!

Why add support for only a single level? That has very limited utility.

Editor has full support of 12 games (all levels, edit levels and objects).

There are a few reasons for adding 1 level of other games:- It takes a lot of time for add all levels. If someone is interested in a particular game, and wants to make a hack for it, and contact to me for it, I can add all levels for him, and may be make specific tools for selected game. I made several hacks in this mode, but now can't do it because I do not have enough free time. But if I or my friends start to make hack for specific games again, this games will be added to editor.- Configs for games is C# text files, and any user can make config for other levels, using existing configs as examples. So editor is big database of examples, and even new games can be added by users. It's rarely happens, that someone helps me with my work - My final goal is to make universal editor, platform for other level editors. It's hard task, and I must know level format for many games for making universal editor, so this configs important for me to improve architecture of editor.

In last update, I found 20 games with similar level structure. Making configs for all levels of this games is not hard, but just long task. So, soon or later, all levels will be added